#include "RenderConfigs.hpp"
#include <chrono>
#include <random>
#include "AssetManager.hpp"
std::string LoadShaderCode(std::string_view assetPath) {
auto gal = Gal::GetImplementation();
auto codeAsset = AssetManager::GetAssetByAssetName(std::string(assetPath));
auto codePtr = reinterpret_cast<const char*>(codeAsset->data.data());
return std::string(codePtr, codePtr + codeAsset->data.size());
}
std::shared_ptr<Gal::Shader> LoadVertexShader(std::string_view assetPath) {
auto gal = Gal::GetImplementation();
return gal->LoadVertexShader(LoadShaderCode(assetPath));
}
std::shared_ptr<Gal::Shader> LoadPixelShader(std::string_view assetPath) {
auto gal = Gal::GetImplementation();
return gal->LoadPixelShader(LoadShaderCode(assetPath));
}
PostProcess::PostProcess(
std::shared_ptr<Gal::Shader> pixelShader,
std::vector<std::pair<std::string_view, std::shared_ptr<Gal::Texture>>> inputTextures,
std::vector<std::pair<std::string_view, Gal::Type>> inputParameters,
size_t width,
size_t height,
Gal::Format format,
Gal::Filtering filtering) {
auto gal = Gal::GetImplementation();
auto texConf = gal->CreateTexture2DConfig(width, height, format);
texConf->SetMinFilter(filtering);
texConf->SetMaxFilter(filtering);
result = gal->BuildTexture(texConf);
auto fbConf = gal->CreateFramebufferConfig();
fbConf->SetTexture(0, result);
framebuffer = gal->BuildFramebuffer(fbConf);
framebuffer->SetViewport(0, 0, width, height);
auto fbPPC = gal->CreatePipelineConfig();
fbPPC->SetTarget(framebuffer);
for (auto&& [name, texture] : inputTextures) {
fbPPC->AddStaticTexture(name, texture);
}
for (auto&& [name, type] : inputParameters) {
fbPPC->AddShaderParameter(name, type);
}
fbPPC->SetVertexShader(LoadVertexShader("/altcraft/shaders/vert/pp"));
fbPPC->SetPixelShader(pixelShader);
auto fbBufferBB = fbPPC->BindVertexBuffer({
{"pos", Gal::Type::Vec2},
{"uvPos", Gal::Type::Vec2}
});
pipeline = gal->BuildPipeline(fbPPC);
fbBuffer = gal->CreateBuffer();
constexpr float quadVertices[] = {
// pos // uv
-1.0f, 1.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f,
1.0f, -1.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
1.0f, -1.0f, 1.0f, 0.0f,
1.0f, 1.0f, 1.0f, 1.0f
};
auto quadPtr = reinterpret_cast<const std::byte*>(quadVertices);
fbBuffer->SetData({ quadPtr, quadPtr + sizeof(quadVertices) });
pipelineInstance = pipeline->CreateInstance({
{fbBufferBB, fbBuffer}
});
}
Gbuffer::Gbuffer(size_t geomW, size_t geomH, size_t lightW, size_t lightH) {
auto gal = Gal::GetImplementation();
auto colorConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8);
colorConf->SetMinFilter(Gal::Filtering::Bilinear);
colorConf->SetMaxFilter(Gal::Filtering::Bilinear);
color = gal->BuildTexture(colorConf);
auto normalConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R32G32B32A32F);
normalConf->SetMinFilter(Gal::Filtering::Bilinear);
normalConf->SetMaxFilter(Gal::Filtering::Bilinear);
normal = gal->BuildTexture(normalConf);
auto addColorConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8);
addColorConf->SetMinFilter(Gal::Filtering::Bilinear);
addColorConf->SetMaxFilter(Gal::Filtering::Bilinear);
addColor = gal->BuildTexture(addColorConf);
auto lightConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R8G8B8);
lightConf->SetMinFilter(Gal::Filtering::Bilinear);
lightConf->SetMaxFilter(Gal::Filtering::Bilinear);
light = gal->BuildTexture(lightConf);
auto dsConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::D24S8);
dsConf->SetMinFilter(Gal::Filtering::Bilinear);
dsConf->SetMaxFilter(Gal::Filtering::Bilinear);
depthStencil = gal->BuildTexture(dsConf);
auto worldPosConf = gal->CreateTexture2DConfig(geomW, geomH, Gal::Format::R32G32B32A32F);
worldPosConf->SetMinFilter(Gal::Filtering::Bilinear);
worldPosConf->SetMaxFilter(Gal::Filtering::Bilinear);
worldPos = gal->BuildTexture(worldPosConf);
auto geomFbConf = gal->CreateFramebufferConfig();
geomFbConf->SetDepthStencil(depthStencil);
geomFbConf->SetTexture(0, color);
geomFbConf->SetTexture(1, normal);
geomFbConf->SetTexture(2, worldPos);
geomFbConf->SetTexture(3, addColor);
geomFbConf->SetTexture(4, light);
geomFramebuffer = gal->BuildFramebuffer(geomFbConf);
geomFramebuffer->SetViewport(0, 0, geomW, geomH);
auto noiseConf = gal->CreateTexture2DConfig(4, 4, Gal::Format::R32G32B32A32F);
noiseConf->SetWrapping(Gal::Wrapping::Repeat);
noiseConf->SetMinFilter(Gal::Filtering::Bilinear);
noiseConf->SetMaxFilter(Gal::Filtering::Bilinear);
ssaoNoise = gal->BuildTexture(noiseConf);
std::mt19937 rng(std::chrono::steady_clock::now().time_since_epoch().count());
std::uniform_real_distribution<> dis(-1.0f, 1.0f);
std::vector<glm::vec4> noiseTexData(16);
for (auto& vec : noiseTexData) {
vec.x = dis(rng);
vec.y = dis(rng);
vec.z = 0.0f;
vec.w = 0.0f;
}
ssaoNoise->SetData({ reinterpret_cast<std::byte*>(noiseTexData.data()), reinterpret_cast<std::byte*>(noiseTexData.data() + noiseTexData.size()) });
std::vector<std::pair<std::string_view, std::shared_ptr<Gal::Texture>>> ssaoTextures = {
{"normal", normal},
{"worldPos", worldPos},
{"ssaoNoise", ssaoNoise},
};
ssaoPass = std::make_unique<PostProcess>(LoadPixelShader("/altcraft/shaders/frag/ssao"),
ssaoTextures,
std::vector<std::pair<std::string_view, Gal::Type>>{},
lightW,
lightH,
Gal::Format::R8G8B8A8,
Gal::Filtering::Bilinear);
std::vector<std::pair<std::string_view, Gal::Type>> lightingParameters = {
{"renderBuff", Gal::Type::Int32},
};
std::vector<std::pair<std::string_view, std::shared_ptr<Gal::Texture>>> lightingTextures = {
{"depthStencil", depthStencil},
{"color", color},
{"normal", normal},
{"worldPos", worldPos},
{"addColor", addColor},
{"light", light},
{"ssao", ssaoPass->GetResultTexture()},
};
lightingPass = std::make_unique<PostProcess>(LoadPixelShader("/altcraft/shaders/frag/light"),
lightingTextures,
lightingParameters,
lightW,
lightH,
Gal::Format::R8G8B8A8,
Gal::Filtering::Bilinear);
}